I'm working on a rage system for one of my players, our orc barbarian who is kinda chained to the betrayer god Gruumsh.
In the Explorer Guide to Wildmound it's stated: "Corellon shot out Gruumsh’s right eye during the Calamity, and the god of slaughter longs for the day he can return the favor twofold. Those who serve the Ruiner are sometimes hypnotized by his hateful rage from across the Divine Gate and fall into a strange bloodlust, longing to slaughter elves and those who worship magic at the altar of the Arch Heart."
So my idea is as follows:
Our barbarian rolls a d100 every day, if she rolls ≤ her Level times 3 (Right now that's a 12) and stumbles into a combat situation she'll falls into the bloodrage of Gruumsh and attacks the nearest elf (We have two elfs in our party). If she rolls over 12 she can withstand the rage but the chance she succumbs to it the next day rises by 5 to a total of 17. The chance rises an additional 5 for everyday she can shrug the effect of until she'll fall into the rage, whenever she does the counter resets to simply her level times 3.
I would like to hear some opinion about the whole thing, is it good, could it be better, should i just drop the idea?
I certainly don't know the player, or what they consider fun. You're the best judge of that, and by default, I trust that you have your party's best in mind. I am having some difficulty finding a reason that someone would want this trait on their character. There is more here that is a detriment to the player choosing this class than there is boon to make them ok with the choice.
Unless the party is wholly altruistic, there is no real reason for them to want to keep this party member with the group. Not many people enjoy being around someone that literaly wakes up in the morning and tries to kill the first elf or magic user they see. The city guard might not appreciate someone going Hash-Slinging-Slasher on the citizenry of the city either. Also, what causes this otherworldly rage to end? Same rules as regular Rage?
I'm going to assume (dangerous, I know) that the PC's backstory is directly tied to this deity, and that the player chose this. Otherwise, this would be a little railroad-y for the player to figure out after they built this PC and started playing it and progressed it to level 4.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I certainly don't know the player, or what they consider fun. You're the best judge of that, and by default, I trust that you have your party's best in mind. I am having some difficulty finding a reason that someone would want this trait on their character. There is more here that is a detriment to the player choosing this class than there is boon to make them ok with the choice.
Unless the party is wholly altruistic, there is no real reason for them to want to keep this party member with the group. Not many people enjoy being around someone that literaly wakes up in the morning and tries to kill the first elf or magic user they see. The city guard might not appreciate someone going Hash-Slinging-Slasher on the citizenry of the city either. Also, what causes this otherworldly rage to end? Same rules as regular Rage?
I'm going to assume (dangerous, I know) that the PC's backstory is directly tied to this deity, and that the player chose this. Otherwise, this would be a little railroad-y for the player to figure out after they built this PC and started playing it and progressed it to level 4.
I only developed this idea because she explicitly choose a character who'd worship Gruumsh, without knowing what this god is about while she as a player knows about the whole rage and hatred thing.
You also misunderstood the idea when it is triggered, it's not just when the character wakes up. It's when she is in an intense battle situation, when the bloodlust takes over. The rage would end after one hit.
And i though of several ways to conceal this rage for good, like changing deities, magical items, blessings and such.
Again, I trust that you have your party's best interests in mind. If this is what your player wants, so be it.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
You should make there be some benefit to it as well. (Like a bonus to hit and damage while it’s in effect.) Make there be a trade off that makes the player think about if they want to get rid of it or not.
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I'm working on a rage system for one of my players, our orc barbarian who is kinda chained to the betrayer god Gruumsh.
In the Explorer Guide to Wildmound it's stated:
"Corellon shot out Gruumsh’s right eye during the Calamity, and the god of slaughter longs for the day he can return the favor twofold. Those who serve the Ruiner are sometimes hypnotized by his hateful rage from across the Divine Gate and fall into a strange bloodlust, longing to slaughter elves and those who worship magic at the altar of the Arch Heart."
So my idea is as follows:
Our barbarian rolls a d100 every day, if she rolls ≤ her Level times 3 (Right now that's a 12) and stumbles into a combat situation she'll falls into the bloodrage of Gruumsh and attacks the nearest elf (We have two elfs in our party). If she rolls over 12 she can withstand the rage but the chance she succumbs to it the next day rises by 5 to a total of 17. The chance rises an additional 5 for everyday she can shrug the effect of until she'll fall into the rage, whenever she does the counter resets to simply her level times 3.
I would like to hear some opinion about the whole thing, is it good, could it be better, should i just drop the idea?
Thanks in advance
Homebrew: Magic items - Spells - Monsters
I certainly don't know the player, or what they consider fun. You're the best judge of that, and by default, I trust that you have your party's best in mind. I am having some difficulty finding a reason that someone would want this trait on their character. There is more here that is a detriment to the player choosing this class than there is boon to make them ok with the choice.
Unless the party is wholly altruistic, there is no real reason for them to want to keep this party member with the group. Not many people enjoy being around someone that literaly wakes up in the morning and tries to kill the first elf or magic user they see. The city guard might not appreciate someone going Hash-Slinging-Slasher on the citizenry of the city either. Also, what causes this otherworldly rage to end? Same rules as regular Rage?
I'm going to assume (dangerous, I know) that the PC's backstory is directly tied to this deity, and that the player chose this. Otherwise, this would be a little railroad-y for the player to figure out after they built this PC and started playing it and progressed it to level 4.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I only developed this idea because she explicitly choose a character who'd worship Gruumsh, without knowing what this god is about while she as a player knows about the whole rage and hatred thing.
You also misunderstood the idea when it is triggered, it's not just when the character wakes up. It's when she is in an intense battle situation, when the bloodlust takes over. The rage would end after one hit.
And i though of several ways to conceal this rage for good, like changing deities, magical items, blessings and such.
Homebrew: Magic items - Spells - Monsters
Appreciate the context and the clarification.
Again, I trust that you have your party's best interests in mind. If this is what your player wants, so be it.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I want to create something fun and challenging for my party, but i can understand your concerns. I'll keep that in mind, thank you.
Homebrew: Magic items - Spells - Monsters
You should make there be some benefit to it as well. (Like a bonus to hit and damage while it’s in effect.) Make there be a trade off that makes the player think about if they want to get rid of it or not.